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  • evaporation?

    Hi

    How can I control the evaporation of PhoenixFD liquid?

    I am simply trying to make the liquid dissappear in a way that looks like it changes to gas. The liquid is sprayed out by a cyclinder like from a hose. The drying time is at 0, but I guess that only adresses the wetting? With the new liquid helper, Temperature also doesn't really seem available to mess around with.
    So I would be curious how to get the water to somehow evoporate.

  • #2
    yes, the drying time is directed to the wetting. there is no evaporation simulation, but i suppose you can reach evaporation effect. my first suggestion is to use very low near to zero sharpness. this will work but only if the liquid is moving. of course there is always some movement, so give it a try.
    ______________________________________________
    VRScans developer

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    • #3
      Thanks for the hint, animating the sharpness did indeed the trick for me to achieve what I want. The liquid spray now slowly dissappears as drops are getting smaller.

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      • #4
        Hey. What would be the equivalent for sharpness in more current PhoenixFD versions? The sharpness value seems to have dissappeared from the settings..

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        • #5
          Hey,

          It's now hidden from the interface and accessible only from MaxScript using "lqsharpness". Maybe Ivaylo can say more about this.

          Cheers!
          Svetlin Nikolov, Ex Phoenix team lead

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          • #6
            the "sharpness" is a kind of engine related parameter, the flip based simulator does not have it, because the liquid does not mix with the "air". if you find the evaporation achieved by the sharpness satisfying, you can continue to use the grid based core, it's still supported, just not present in the UI, use an old scene or create the simulator by script
            ______________________________________________
            VRScans developer

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